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pompack -> RE: Battle Reinforcements (3/10/2011 12:08:20 AM)
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quote:
ORIGINAL: bevans Thanks, I do understand the mechanism (although the reminder that it needs to be in reserve status was useful). I have no problems with this normally but am not convinced one should be able to artificially exceed the stacking limit through this mechanism. I know that formally the counter does not move - but they must be using pretty long range rifles to take part in a combat happening 20 miles away. So the unit clearly does move, exceed the stacking limit during combat, then move back. Anyway, this is nowhere near as annoying as winning a combat - especially across a river - then not have the MP to enter the cleared enemy hex. Exactly how did we win the fight if we never crossed the river? Doesn't matter how loudly I yell at the computer 'just stay over there guys', they beat up those pesky Ruskies then go back across to their start line and have a cup of tea or something. Never happens if you have enough troops and you do it right Case 1 strong opposition: deliberate attack from two directions (or three) with five (or eight) division and a couple of divisions in reserve. Leave one division adjacent to the river OUT of the attack. After the combat this division moves forward and takes the hex. Case 2 weak opposition. Single division adjacent to river, no other reserves. Break division into regiments. Deliberate attack with two regiments. After combat move the "reserve" regiment across river. Case 3 Everything in between: Always leave one something OUT of the attack so it can move forward after the combat. Note 1: NEVER hasty attack across a major river unless you are facing one overage cook and a drunken orderly
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